Saints Row 2 Function Reference

Global functions

These functions are assumed to be globally available to all scripts (they aren't defined in the available Lua files, or are defined in files that are known to be always loaded).

This list is assumed incomplete; additional functions could exist in the exe but not be used in the game scripts, and there's no definitive list of Lua files that are always loaded.

Function name Global Defined in Examples from patch (click blue number to expand)
action true
    1
    action_nodes_enable true
      12
      action_nodes_restrict_spawning true
        16
        action_or_state_play true 1 1
        action_play true 1 21
        action_play_custom true 1 6
        action_play_custom_do true
          1
          action_play_do true
            1
            • ug_lib.lua, line 356: while not action_play_do(name, anim_name, morph_name, force_play, stand_still) do
            action_play_is_finished true
              3
              action_play_non_blocking true 1 8
              • bh10.lua, line 1314: action_play_non_blocking(CHAR_MAERO, "minigun fallover", nil, nil, true )
              • ss05.lua, line 1488: action_play_non_blocking( name, "talk confrontational" )
              • ss05.lua, line 1490: action_play_non_blocking( name, "talk disrespect" )
              • ss08.lua, line 1893: --action_play_non_blocking( character_name, anim_name, morph_name, force_play, stand_still )
              • ss08.lua, line 1894: action_play_non_blocking( PIERCE_NAME, "talk disrespect", "", true, true )
              • ss09.lua, line 757: action_play_non_blocking( MR_SUNSHINE_NAME, VOODOO_DOLL_KNOCKED_AWAY_FLINCH, nil, nil, true )
              • ss09.lua, line 930: action_play_non_blocking(MR_SUNSHINE_NAME, STAB_VOODOO_DOLL, nil, nil, true )
              • ug_lib.lua, line 325: action_play_non_blocking(name, anim_name, morph_name, force_play, stand_still)
              action_sequence_play true 1
                action_sequence_play_thread true 1
                  action_sequence_table_play true 1 2
                  action_stop_custom true
                    1
                    airplane_fly_to true 1
                      airplane_fly_to_do true
                        2
                        airplane_land true 1
                          airplane_land_do true
                            1
                            airplane_takeoff true 1 1
                            airplane_takeoff_do true
                              1
                              ambient_cop_spawn_enable true
                                4
                                ambient_gang_spawn_enable true
                                  25
                                  animation_is_state true
                                    1
                                    argument_unwrapper true 1 1
                                    attack true 1 171
                                    attack_closest_player true 1 30
                                    attack_do true
                                      1
                                      attack_heli_create true
                                        2
                                        attack_heli_destroy true
                                          2
                                          attack_heli_get_heli_name true
                                            2
                                            attack_heli_go true
                                              2
                                              attack_heli_init_weave_ai true
                                                2
                                                attack_heli_set_drop_accuracy true
                                                  1
                                                  attack_heli_update true
                                                    1
                                                    attack_safe true 1 70
                                                    audio_fade_out true
                                                      26
                                                      audio_get_audio_id true
                                                        92
                                                        audio_get_id true
                                                          13
                                                          audio_is_playing true
                                                            13
                                                            audio_is_xmp_playing true
                                                              1
                                                              audio_play true 1 251
                                                              audio_play_conversation true 1 78
                                                              audio_play_conversation_in_vehicle true 1 3
                                                              audio_play_delayed true 1
                                                                audio_play_delayed_thread true 2
                                                                  audio_play_do true
                                                                    2
                                                                    audio_play_emitting_id_for_navpoint true
                                                                      9
                                                                      • bh03.lua, line 1827: Outside_alarm_emitter_ids[alarm_index] = audio_play_emitting_id_for_navpoint( alarm_location, outside_audio_id )
                                                                      • bh03.lua, line 1833: Inside_alarm_emitter_ids[alarm_index] = audio_play_emitting_id_for_navpoint( alarm_location, inside_audio_id )
                                                                      • ss02.lua, line 297: Outside_alarm_emitter_ids[alarm_index] = audio_play_emitting_id_for_navpoint( alarm_location, outside_audio_id )
                                                                      • ss02.lua, line 303: Inside_alarm_emitter_ids[alarm_index] = audio_play_emitting_id_for_navpoint( alarm_location, inside_audio_id )
                                                                      • tss01.lua, line 1820: Tss01_audio_ext_inst[i] = audio_play_emitting_id_for_navpoint(Tss01_alarm_ext_pos[i], audio_ext_id)
                                                                      • tss01.lua, line 1827: Tss01_audio_int_inst[i] = audio_play_emitting_id_for_navpoint(Tss01_alarm_int_pos[i], audio_int_id)
                                                                      • tss01.lua, line 1843: Tss01_audio_prisoner_ext_inst[i] = audio_play_emitting_id_for_navpoint(Tss01_prisoner_audio_ext_pos[i], prisoner_audio_ext_id)
                                                                      • tss01.lua, line 1850: Tss01_audio_prisoner_int_inst[i] = audio_play_emitting_id_for_navpoint(Tss01_prisoner_audio_int_pos[i], prisoner_audio_int_id)
                                                                      • tss02.lua, line 1126: Alarm_audio_inst[i] = audio_play_emitting_id_for_navpoint(navpoint, audio_id)
                                                                      audio_play_for_cellphone true
                                                                        1
                                                                        • mission_globals.lua, line 80: audio_play_for_cellphone( CELLPHONE_INCOMING, 4, 1.5, 0.25, "RON2_INTRO_L1", "", true, pickup_callback, "", true)
                                                                        audio_play_for_cellphone_force true 1
                                                                          audio_play_for_character true 1 115
                                                                          • bh01.lua, line 363: audio_play_for_character( dialogue, char, "voice", false, true )
                                                                          • bh02.lua, line 343: audio_play_for_character("DONNIE_BR02_BREAKDET", CHAR_DONNIE, "voice")
                                                                          • bh02.lua, line 541: audio_play_for_character( DONNIE_DRIVING_LINES[line_count], CHAR_DONNIE, "voice", false, false )
                                                                          • bh02.lua, line 652: audio_play_for_character( DONNIE_BOMBSTART_LINES[line_index], donnie, "voice", false, true)
                                                                          • bh02.lua, line 660: audio_play_for_character( DONNIE_WHINING_LINES[next_line_index], CHAR_DONNIE, "voice", false, false )
                                                                          • bh02.lua, line 665: audio_play_for_character( DONNIE_WHINING_LINES[next_line_index], CHAR_DONNIE, "voice", false, false )
                                                                          • bh02.lua, line 717: audio_play_for_character( DONNIE_BOMBFINISH_LINES[line_index], donnie, "voice")
                                                                          • bh02.lua, line 1003: audio_play_for_character( "SFX_DON_BOMB_DETONATE", player, "foley" )
                                                                          • bh03.lua, line 986: audio_play_for_character( CARLOS_HELI_DAMAGED_LINE, CARLOS_NAME )
                                                                          • bh03.lua, line 1568: audio_play_for_character( PILOT_COMPLAIN_LINES[i], ESCAPE_HELI_PILOT_NAME, "voice", false, true )
                                                                          • bh03.lua, line 1569: audio_play_for_character( CARLOS_COMPLAIN_TO_PILOT_LINES[i], CARLOS_NAME, "voice", false, true )
                                                                          • bh04.lua, line 330: local audio_truck_work = audio_play_for_character("SFX_DONNIE_TRUCK_WORK", CHAR_DONNIE)
                                                                          • bh04.lua, line 339: audio_play_for_character("DONNIE_BR04_SEEPLAYER", CHAR_DONNIE, "voice")
                                                                          • bh04.lua, line 442: audio_play_for_character( audio_name, speaking_character, "voice", false, true)
                                                                          • bh05.lua, line 427: audio_play_for_character( JESSICA_GRABBED_LINE, CHAR_JESSICA, "voice", false, true )
                                                                          • bh05.lua, line 457: audio_play_for_character( JESSICA_PRE_ALARM_DISABLED, CHAR_JESSICA, "voice", false, false )
                                                                          • bh10.lua, line 645: audio_play_for_character(VOICE_15_KILLS, LOCAL_PLAYER, "voice")
                                                                          • bh10.lua, line 648: audio_play_for_character(VOICE_12_KILLS, LOCAL_PLAYER, "voice")
                                                                          • bh10.lua, line 651: audio_play_for_character(VOICE_9_KILLS, LOCAL_PLAYER, "voice")
                                                                          • bh10.lua, line 654: audio_play_for_character(VOICE_6_KILLS, LOCAL_PLAYER, "voice")
                                                                          • bh10.lua, line 657: audio_play_for_character(VOICE_3_KILLS, LOCAL_PLAYER, "voice")
                                                                          • bh11.lua, line 264: audio_play_for_character(VOICE_MAERO_TAKE_DAMAGE, CHAR_MAERO, "voice")
                                                                          • coop_test.lua, line 321: Audio_handle = audio_play_for_character("SFX_ALARM_5", "coop_test_$c001", "foley")
                                                                          • em01.lua, line 676: audio_play_for_character("JULIUS_BONUS_MISSIONSTART", CHARACTER_JULIUS, "voice", false, true)
                                                                          • em01.lua, line 1080: audio_play_for_character("JULIUS_BONUS_REINFORCE", CHARACTER_JULIUS, "voice", false, true, 1, 2)
                                                                          • em01.lua, line 1160: audio_play_for_character("JULIUS_BONUS_REINFORCE", CHARACTER_JULIUS, "voice", false, true, 0, 2)
                                                                          • em01.lua, line 1256: audio_play_for_character("JULIUS_BONUS_REINFORCE", CHARACTER_JULIUS, "voice", false, true, 2, 2)
                                                                          • em01.lua, line 1899: audio_play_for_character("JULIUS_BONUS_CAR75_01", CHARACTER_JULIUS, "voice")
                                                                          • em01.lua, line 1902: audio_play_for_character("JULIUS_BONUS_CAR25_01", CHARACTER_JULIUS, "voice")
                                                                          • em01.lua, line 2125: audio_play_for_character("PLAYER_BONUS_GOONS_01", LOCAL_PLAYER, "voice")
                                                                          • em01.lua, line 2369: audio_play_for_character("JULIUS_BONUS_CRASHCAR_01", CHARACTER_JULIUS, "voice")
                                                                          • em01.lua, line 2411: audio_play_for_character("JULIUS_BONUS_CRASHCAR_01", CHARACTER_JULIUS, "voice")
                                                                          • ep01.lua, line 784: audio_play_for_character("TSSE01_SHAUNDI_DRIVING", CHARACTER_SHAUNDI, "voice", false, false)
                                                                          • ep01.lua, line 993: audio_play_for_character("TSSE01_SHAUNDI_RESCUED_1", CHARACTER_SHAUNDI, "voice", false, true)
                                                                          • ep01.lua, line 994: audio_play_for_character("TSSE01_SHAUNDI_FINDPIERCE_1", CHARACTER_SHAUNDI, "voice", false, false)
                                                                          • ep01.lua, line 996: audio_play_for_character("TSSE1_SHAUNDI_FIRST_L1", CHARACTER_SHAUNDI, "voice", false, true)
                                                                          • ep01.lua, line 997: audio_play_for_character("TSSE1_SHAUNDI_FIRST_L2", CHARACTER_SHAUNDI, "voice", false, false)
                                                                          • ep01.lua, line 1014: audio_play_for_character("TSSE01_SHAUNDI_RESCUED_1", CHARACTER_SHAUNDI, "voice", false, true)
                                                                          • ep01.lua, line 1126: audio_play_for_character("TSSE01_SHAUNDI_CAPTURED_1", CHARACTER_SHAUNDI, "voice", false, true)
                                                                          • ep01.lua, line 1550: audio_play_for_character("TSSE1_PIERCE_FIRST_L1", CHARACTER_PIERCE, "voice", false, true)
                                                                          • ep01.lua, line 1551: audio_play_for_character("TSSE1_PIERCE_FIRST_L2", LOCAL_PLAYER, "voice", false, false)
                                                                          • ep01.lua, line 1555: audio_play_for_character("TSSE01_SHAUNDI_SEESPIERCE_1", CHARACTER_SHAUNDI, "voice", false, false)
                                                                          • rn01.lua, line 1155: audio_play_for_character("GAT_RON1_ESCAPE_01", CHARACTER_GAT, "voice", false, true)
                                                                          • rn04.lua, line 651: audio_play_for_character("PLAYER_RON4_FIRST_WAVE_01", LOCAL_PLAYER, "voice", false, true)
                                                                          • rn04.lua, line 741: audio_play_for_character("BMTSS1_RON4_SECOND_WAVE_01", CHARACTER_HOMIE, "voice", false, true)
                                                                          • rn04.lua, line 776: audio_play_for_character("GAT_RON4_RANDOM_DELERIUM", CHARACTER_GAT, "voice", false, true)
                                                                          • rn04.lua, line 790: audio_play_for_character("GAT_RON4_RANDOM_DELERIUM", CHARACTER_GAT, "voice", false, true)
                                                                          • rn04.lua, line 953: audio_play_for_character("BMTSS1_RON4_ROADBLOCK_01", CHARACTER_HOMIE, "voice", false, false)
                                                                          • rn04.lua, line 978: audio_play_for_character("BMTSS1_RON4_CHURCH_JUMP_01", CHARACTER_HOMIE, "voice", false, false)
                                                                          • rn04.lua, line 1014: audio_play_for_character("BMTSS1_RON4_DITCH_JUMP_01", CHARACTER_HOMIE, "voice", false, false)
                                                                          • rn04.lua, line 1019: audio_play_for_character("BMTSS1_RON4_DITCH_JUMP_01", CHARACTER_HOMIE, "voice", false, false)
                                                                          • rn04.lua, line 1023: audio_play_for_character("BMTSS1_RON4_AROUND_DITCH_01", CHARACTER_HOMIE, "voice", false, false)
                                                                          • rn04.lua, line 1049: audio_play_for_character("PLAYER_RON4_HOSPITAL_01", LOCAL_PLAYER, "voice", false, true)
                                                                          • rn04.lua, line 1573: audio_play_for_character("GAT_RON4_RANDOM_DELERIUM", CHARACTER_GAT, "voice", false, true)
                                                                          • rn04.lua, line 1634: audio_play_for_character(homie_dialogue_lines[next_dialogue][2], CHARACTER_HOMIE, "voice", false, false)
                                                                          • rn05.lua, line 1471: audio_play_for_character(audio_name, character, "voice", false, blocking)
                                                                          • rn07.lua, line 2198: audio_play_for_character(Rn07_dialogue_gat, CHARACTER_GAT, "voice", false, true)
                                                                          • rn08.lua, line 920: audio_play_for_character("GAT_RON8_SPLIT_01", CHARACTER_GAT, "voice", false, false)
                                                                          • sh_bh_chinatown.lua, line 446: audio_play_for_character("AMELD_BR_STRONG_CHINA", merchants[i], "voice", false, false)
                                                                          • sh_rn_rec_center.lua, line 125: saint_talking = audio_play_for_character("AMTSS3_RN_STRONG_REC_01","sh_rn_rec_center_$cSaintAgent", "voice", false, false) --VOICE: Hey Boss. I think the Yakuza are set up somewhere in the Sauna room. Yakuza go in, but nobody comes out.
                                                                          • sh_rn_rec_center.lua, line 137: --audio_play_for_character("FRANK_SHPLACEHOLDER_2","#PLAYER#", "foley", false, false) --VOICE: Alright, let's mount up.
                                                                          • sh_rn_rec_center.lua, line 157: --audio_play_for_character("sh_rn_rec_center_$cyak1-1", "threat - alert (solo attack)")
                                                                          • sh_rn_rec_center.lua, line 170: audio_play_for_character("AMRON1_RN_STRONG_REC","sh_rn_rec_center_$cyak1-1", "voice", false, false)
                                                                          • sh_rn_rec_center.lua, line 172: audio_play_for_character("AMRON1_RN_STRONG_REC","sh_rn_rec_center_$cyak1-1", "foley", false, false) --VOICE: Get Lost
                                                                          • ss02.lua, line 914: audio_play_for_character( ESCAPED_FROM_PRISON_LINE, LAURA_NAME, "voice", false, true )
                                                                          • ss02.lua, line 1271: audio_play_for_character( PLANT_BOMB_LINE, triggerer_name, "voice", false, false )
                                                                          • ss02.lua, line 1304: audio_play_for_character( "SFX_SS05_EXP_DUSTLAB", LOCAL_PLAYER, "foley", false, false )
                                                                          • ss02.lua, line 1481: audio_play_for_character( line, LAURA_NAME, "voice", false, true )
                                                                          • ss03.lua, line 508: audio_play_for_character( TOBIAS_ON_DAMAGED_LINES[Cur_on_damage_line_index], TOBIAS_NAME, "voice", false, true )
                                                                          • ss03.lua, line 607: audio_play_for_character( dialog_segment[DIALOG_STREAM_AUDIO_NAME_INDEX], LOCAL_PLAYER, "voice", false, true )
                                                                          • ss04.lua, line 819: audio_play_for_character( SHAUNDI_MOAN_AUDIO_NAME, SHAUNDI_NAME, "voice", false, true )
                                                                          • ss04.lua, line 835: audio_play_for_character( VC_HOLDING_SHAUNDI_AUDIO_NAME, SHAUNDI_NAME, "voice", false, true )
                                                                          • ss04.lua, line 913: audio_play_for_character( SHAUNDI_STUNNED_AUDIO_NAME, SHAUNDI_NAME, "voice", false, true )
                                                                          • ss05.lua, line 1168: audio_play_for_character( LAB_FOUR_EXIT_LAB, LOCAL_PLAYER, "voice", false, false )
                                                                          • ss05.lua, line 1313: audio_play_for_character( LAB_THREE_FINAL_TECH_FLEE, LAB_FOUR_ESCAPEE_TECH, "voice", false, false )
                                                                          • ss05.lua, line 1469: audio_play_for_character( LAB_THREE_HIDE_IN_THE_LAB, member_name, "voice", false, true )
                                                                          • ss05.lua, line 1510: audio_play_for_character( LAB_THREE_ENCLOSED_LAB_SWITCH_AUDIO, LOCAL_PLAYER, "voice", false, false )
                                                                          • ss06.lua, line 1404: audio_play_for_character( SAVED_SHAUNDI_DIALOG_LINE, SHAUNDI_NAME, "voice", false, false )
                                                                          • ss06.lua, line 1552: audio_play_for_character( SAVED_PIERCE_DIALOG_LINE, PIERCE_NAME, "voice", false, false )
                                                                          • ss07.lua, line 481: audio_play_for_character( PLAYER_GET_BACK_TO_SHORE_LINE, LOCAL_PLAYER, "voice", false, false )
                                                                          • ss07.lua, line 642: audio_play_for_character( PIERCE_CARJACKING_DIALOG_LINE, PIERCE_NAME, "voice", false, true )
                                                                          • ss07.lua, line 648: audio_play_for_character( PIERCE_NEED_SOME_MUSIC_LINE, PIERCE_NAME, "voice", false, false )
                                                                          • ss07.lua, line 653: audio_play_for_character( PLAYER_YOU_MUST_BE_KIDDING_LINE, LOCAL_PLAYER, "voice", false, false )
                                                                          • ss07.lua, line 655: audio_play_for_character( PLAYER_YOU_ARE_BAD_AT_SINGING_LINE, LOCAL_PLAYER, "voice", false, true )
                                                                          • ss07.lua, line 868: audio_play_for_character( PIERCE_CALLING_OUT_NEXT_HELICOPTER, PIERCE_NAME, "voice", false, false )
                                                                          • ss07.lua, line 879: audio_play_for_character( PIERCE_CALLING_OUT_NEXT_HELICOPTER, PIERCE_NAME, "voice", false, false )
                                                                          • ss07.lua, line 890: --audio_play_for_character( PIERCE_CALLING_OUT_NEXT_HELICOPTER, PIERCE_NAME, "voice", false, false )
                                                                          • ss07.lua, line 971: audio_play_for_character( PIERCE_MAKING_JUMP_LINE, PIERCE_NAME, "voice", false, false )
                                                                          • ss07.lua, line 1043: audio_play_for_character( PIERCE_CALLING_OUT_ALMOST_DROPOFF_LINES[line_index], PIERCE_NAME, "voice", false, false )
                                                                          • ss08.lua, line 1583: audio_play_for_character( SHAUNDI_WHATS_TAKING_SO_LONG_LINE, SHAUNDI_NAME, "voice", false, false )
                                                                          • ss09.lua, line 1010: audio_play_for_character( SUNSHINE_VOODOO_INTERRUPTED_LINES, MR_SUNSHINE_NAME, "voice", false, false )
                                                                          • ss10.lua, line 790: audio_play_for_character( SHAUNDI_MISSION_START_LINE, SHAUNDI_NAME, "voice", false, true )
                                                                          • ss10.lua, line 1146: audio_play_for_character( SHAUNDI_START_HACKING_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true )
                                                                          • ss10.lua, line 1156: audio_play_for_character( DONE_HACKING_LINE_ONE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true)
                                                                          • ss10.lua, line 1166: audio_play_for_character( DONE_HACKING_LINE_TWO, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true)
                                                                          • ss10.lua, line 1184: audio_play_for_character( SHAUNDI_GO_TO_ROOF_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                                          • ss10.lua, line 1353: audio_play_for_character( SHAUNDI_PAST_DESK_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true )
                                                                          • ss10.lua, line 1725: audio_play_for_character( SHAUNDI_HACK20P_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                                          • ss10.lua, line 1730: audio_play_for_character( SHAUNDI_HACK50P_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                                          • ss10.lua, line 1735: audio_play_for_character( SHAUNDI_HACK75P_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                                          • ss10.lua, line 2025: audio_play_for_character( "SFX_POLICE_CAMERA_ACTIVATE", SHAUNDI_REPAIR_VARIANT_NAME )
                                                                          • ss10.lua, line 2212: audio_play_for_character( REPAIRMAN_ATTACKED_LINE, REPAIR_MAN_NAME, "voice", false, false )
                                                                          • ss10.lua, line 2273: audio_play_for_character( SHAUNDI_NEAR_STATION_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true )
                                                                          • ss11.lua, line 530: audio_play_for_character( SHAUNDI_LIMO_BUILT_LIKE_TANK_LINE, SHAUNDI_NAME, "voice", false, false )
                                                                          • ss11.lua, line 1536: audio_play_for_character( SHAUNDI_GENERAL_IS_ESCAPING_LINE, SHAUNDI_NAME, "voice", false, false )
                                                                          • ss11.lua, line 1673: --audio_play_for_character( SHAUNDI_GET_READY_FOR_LIMO_LINE, SHAUNDI_NAME, "voice", false, true )
                                                                          • tss01.lua, line 4787: audio_play_for_character(tag, character, audio_type, for_cutscene, blocking, nil, nil, nil, ignore_pause)
                                                                          • tss04.lua, line 571: audio_play_for_character(line, lieutenant, "voice", false, true)
                                                                          • tss04.lua, line 848: audio_play_for_character( "SYS_RACE_CHECKPOINT", human, "foley", false, false )
                                                                          • tss04.lua, line 910: audio_play_for_character( "SYS_RACE_CHECKPOINT", human, "foley", false, false )
                                                                          • ug_lib.lua, line 592: audio_play_for_character( audio_name, speaking_character, "voice", false, true)
                                                                          • ug_lib.lua, line 603: audio_play_for_character( audio_name, speaking_character, "voice", false, true)
                                                                          • ug_lib.lua, line 606: audio_play_for_character( audio_name, LOCAL_PLAYER, "voice", false, true, nil, nil, true )
                                                                          • ug_lib.lua, line 641: audio_play_for_character(audio_name, speaking_character, "voice", false, true)
                                                                          • ug_lib.lua, line 688: audio_play_for_character(conv_name, LOCAL_PLAYER, "voice", false, true)
                                                                          audio_play_for_character_do true
                                                                            1
                                                                            • ug_lib.lua, line 727: local handle, play_time = audio_play_for_character_do(new_audio_name, human_name, type_name, blocking, variant, voice_distance, cellphone_line, ignore_fade)
                                                                            audio_play_for_character_weapon true 1 4
                                                                            audio_play_for_character_weapon_do true
                                                                              1
                                                                              • ug_lib.lua, line 759: local handle = audio_play_for_character_weapon_do( audio_name, character, type_name)
                                                                              audio_play_for_mover true 1 2
                                                                              audio_play_for_mover_do true
                                                                                1
                                                                                • ug_lib.lua, line 777: local handle = audio_play_for_mover_do( audio_name, script_mover, type_name )
                                                                                audio_play_for_navpoint true
                                                                                  16
                                                                                  • bh02.lua, line 683: bomb_planting_audio = audio_play_for_navpoint("SFX_DON_BOMBPLANTING", Current_bomb_target, "foley")
                                                                                  • bh02.lua, line 715: audio_play_for_navpoint("SFX_DON_BOMBPLANTED", Current_bomb_target, "foley")
                                                                                  • bh05.lua, line 510: Alarm_audio_id = audio_play_for_navpoint("SFX_BR5_BANK_ALARM", NAV_BANK_INTERIOR, "Foley")
                                                                                  • bh05.lua, line 599: audio_play_for_navpoint("SFX_BR5_BANK_ALARM_OFF", TRIGGER_ALARM, "Foley")
                                                                                  • bh05.lua, line 649: audio_play_for_navpoint("SFX_BR5_BANK_ALARM_OFF", TRIGGER_ALARM, "Foley")
                                                                                  • bh05.lua, line 690: audio_play_for_navpoint("SFX_BR5_BANK_ALARM_OFF", TRIGGER_ALARM, "Foley")
                                                                                  • bh05.lua, line 880: audio_play_for_navpoint("SFX_BR5_TRUNK_SLAM", NAV_TRUNK, "Foley")
                                                                                  • coop_test.lua, line 317: Audio_handle = audio_play_for_navpoint("SFX_ALARM_5", "coop_test_$n000", "foley")
                                                                                  • ep02.lua, line 472: local bomb_planting_audio = audio_play_for_navpoint("SFX_DON_BOMBPLANTING", trigger, "foley")
                                                                                  • ep02.lua, line 475: audio_play_for_navpoint("SFX_DON_BOMBPLANTED", trigger, "foley")
                                                                                  • ep02.lua, line 550: audio_play_for_navpoint("SFX_ALARM_5", NAV_ALARM_SOURCES, "foley")
                                                                                  • ep02.lua, line 573: audio_play_for_navpoint("SFX_ALARM_5", NAV_ALARM_SOURCES, "foley")
                                                                                  • rn01.lua, line 809: bomb_planting_audio = audio_play_for_navpoint("SFX_DON_BOMBPLANTING", target, "foley")
                                                                                  • rn01.lua, line 820: audio_play_for_navpoint("SFX_DON_BOMBPLANTED", target, "foley")
                                                                                  • rn08.lua, line 1329: audio_play_for_navpoint(FOLEY_BOMB_PLANT, bomb, "foley")
                                                                                  • ss10.lua, line 1796: audio_play_for_navpoint( "SFX_POLICE_ALARM", ALARM_ORIGIN )
                                                                                  audio_play_id true 1
                                                                                    audio_play_id_do true
                                                                                      1
                                                                                      audio_play_id_for_character true 1 3
                                                                                      • tss01.lua, line 1921: Tss01_heli_speaker_audio_inst = audio_play_id_for_character(vehicle_get_driver(heli), audio_id, type)
                                                                                      • tss01.lua, line 1971: Tss01_boat_chase_heli_speaker_audio_inst = audio_play_id_for_character(vehicle_get_driver(heli), audio_id, type)
                                                                                      • tss03_demo.lua, line 935: audio_play_id_for_character(human, Tss03_bumaga_yell_voice_id, Tss03_bumaga_yell_type_id)
                                                                                      audio_play_id_for_character_do true
                                                                                        1
                                                                                        • ug_lib.lua, line 830: local handle = audio_play_id_for_character_do(human_name, audio_id, type, blocking, variant, voice_distance)
                                                                                        audio_play_id_for_navpoint true 1 1
                                                                                        • tss01.lua, line 1889: Tss01_loud_speaker_audio_inst = audio_play_id_for_navpoint("tss01_$bullhorn_1", audio_id, type)
                                                                                        audio_play_id_for_navpoint_do true
                                                                                          1
                                                                                          audio_play_persona_line true
                                                                                            22
                                                                                            audio_play_prepared true
                                                                                              4
                                                                                              audio_prepare true
                                                                                                4
                                                                                                audio_stop true
                                                                                                  18
                                                                                                  audio_stop_emitting_id true
                                                                                                    9
                                                                                                    audio_suppress_ambient_player_lines true
                                                                                                      8
                                                                                                      audio_throttle_type true
                                                                                                        2
                                                                                                        award_style true
                                                                                                          14